The Aasimar

I saw her, wreathed in wings of pure light, her eyes blazing with the fury of the gods. The bone devils stopped in their tracks, shielding their faces. Her blade, now a brand of light, swept once, twice, three times. The Devils head hit the ground, one after another. And thus we learned an aasimar traveled in our ragtag band.

-Geldon Parl, Of the Tiranny of Dragons

Aasimar bear within their souls the light of the heavens. They are humans decended with a touch of power of Mount Celestia. The divine realm of many lawful good deities. Aasimar are borned champions of the gods, their births hailed as blessed events. They are people of otherwordly visages. With lumnious features that reveal their celestial heritage.

Carrying godly blood inside them, an Aasimar is a very rare occurrence in the world. The Aasimars that descended from a particular Deity often carry their mark or a physical similarity. Because of the rarity of their existence, they often are regarded with enormous praise to those that know of their ancestors. Unfortunately, not all Aasimars like this praise. Though they are very charismatic beings and because of their bloodline are often very wise people with a knack for religious knowledge. The lifespan of such a being is often considered very long, some records tell us that some of these beings can get as old as over the thousands of years. The last known Aasimar is noted to be currently living in Markandûhl. However, if this is true has yet to be determined.


Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at  evil, lead by example, and further the cause of justice.
From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny
and a desire for righteousness. Each aasimar can count a specific celestial agent of
the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world.


While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of
good, all of whom would be eager to strike down a celestial champion if they had the chance. When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about
striking openly at evil. The secrecy they desire is never worth endangering the innocent.


An aasimar, except for one who has turned to evil, has a link to an angelic being. That being-usually a devaprovides guidance to the aasimar, though this connection
functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.
The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially
powerful evils that it knows about. As part of fleshing out an aasimar character, consider
the nature of that character’s angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character’s guide.


As DM, you take on the role of an aasimar’s angetic guide and decide what kind of advice or omens to send In dreams. The deva, or other celestial being, is your chance to add special roleplaying opportunities to the game. Remember, a deva lives in a realm of absolute law and good. The deva might not understand the compromises and hard choices that mortals must grapple with in the world. To the deva,
an aasimar is a prized student who must live up to high, sometimes inflexible standards.


d6 Name

  1.  Tadriel
  2. Myllandra
  3. Seraphina
  4. Galladia
  5. Mykiel
  6. Valandras

d6 Nature

  1. 1 Bookish and lecturing
  2. Compassionate and hopeful
  3. Practical and lighthearted
  4. Fierce and vengeful
  5. Stern and judgmental
  6.  Kind and parental


Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse.
These disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers
amounted to little more than brainwashing. Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them. Even aasimar wholly dedicated to good sometimes
feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar’s guide is wise but not infallible.


Most aasimar are born from human parents, and
they use the same naming conventions as their native


Your aasimar character has the following racial traits.
Ability Score Increase. Your Charisma score increases by 2.
Age. How long they live depends on how strong the divine properties in their blood are, while most mature at the same speed as humans and become 160 years if lucky, some of them can live up to thousands of years and never age.


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